• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Remember when Autogen Density was a problem?

Status
Not open for further replies.
I remain dedicedly unimpressed when it comes to Star Citizen.

Join or cult, you MUST become one of us
one of us
one of us
one of us
one of us

:D

No seriously... the tech is impressive. Even if this game never gets made, hopefully all the software and clever solutions can be used in other genres as well.
 
Join or cult, you MUST become one of us
one of us
one of us
one of us
one of us

:D

That's the impression that I have from the community. Combined with the endless stupidity of investing hundreds, if not thousands of dollars in yet unreleased content.

No seriously... the tech is impressive. Even if this game never gets made, hopefully all the software and clever solutions can be used in other genres as well.

Seamless transitions between one empty planet and another. Bra-vo.
 
Seamless transitions between one empty planet and another. Bra-vo.

It's not just that. Keeping an entire planet in memory and without limiting how far the sim can render terrain in all directions is not a simple task. Flight Sims can earn a lot from this tech... yeah, we're still far away from Bladerunner's Cities, but massive forest with photorrealistic trees and real terrain with procedural textures all the way to small pebbles in the riverbank without terabytes of photorrealistic Scenery seems like a good deal to me.

That's the impression that I have from the community. Combined with the endless stupidity of investing hundreds, if not thousands of dollars in yet unreleased content.

We call them "Whales", however I think a lot of people spent a lot more in airplanes and scenery on their favorite flightsim and nobody give a f*** about that...
People buying ships ahead of the game are FUNDING the developing of their dream game, not playing it in advance.
 
It's not just that. Keeping an entire planet in memory and without limiting how far the sim can render terrain in all directions is not a simple task. Flight Sims can earn a lot from this tech...
Making absurd assertions does not really build your credibility, just saying. Here's what I found:

"The following trailer explains that 'since the planet [which is said to be 1000km in diameter earlier in the cinematic] could never fit in memory, the planet surface is procedurally generated on-demand at different LODs as the camera moves.'”
https://www.rockpapershotgun.com/2015/12/17/star-citizen-planets/

I suppose "never" is almost "entire," but aside from that it sounds like business as usual. Maybe this whole "insurance" thing is what you mean by augmenting the flight simulation experience.

"As far as the ships some players have bought with real-world money, rather than those paid for in-game, Roberts also explained how that would work.
'Basically, the ships that players bought with cash have lifetime insurance which basically means that they don't have to re-up their premiums after a certain period of time,' he said. 'But for 3.0 it's not really going to make much difference because every ship has insurance, [so] you're getting the base ship back [if it's destroyed]. So, if you went out and you upgraded, bought some new components, weapons, put them on the ship, and then you lost your ship? Those components or weapons will be gone, you'll just be getting the default starter ship back.
'Later on you'll be able to get supplemental insurance to insure your upgrades. But that won't be in 3.0.'"
http://www.pcgamer.com/how-star-citizens-ship-insurance-works-and-how-players-will-exploit-it/

It seems incredibly immersive, like the part of flight simming I DON'T want to be reminded of.
 
Making absurd assertions does not really build your credibility, just saying. Here's what I found:

"The following trailer explains that 'since the planet [which is said to be 1000km in diameter earlier in the cinematic] could never fit in memory, the planet surface is procedurally generated on-demand at different LODs as the camera moves.'”
https://www.rockpapershotgun.com/2015/12/17/star-citizen-planets/

Yeah but that was two years ago, they change a lot of things about the planetary tech.

Maybe this whole "insurance" thing is what you mean by augmenting the flight simulation experience.

No.

Ok, I get it, you guys want your old FSX and never progress... ok, I respect that.
 
Ok, I get it, you guys want your old FSX and never progress... ok, I respect that.
That is not the case here at all. The presentation you linked here is related to flight sim only by virtue that it is a game and that it, as a small component of it's overall theme, simulates flight. This is a developers site, if you want to link new tech, or new ideas, by all means do so, please. Back it up with some solid connections beyond the fact that "they sort of look the same" and you will distinguish this website, this resource, from variety sites like reddit.
 
I'm not an software developer so I can not really discuss the technical details about the engine itself... I understand that. I'm just exited about the posibilities from the average sim flyer who wants to get the best experience doing what he likes more.
And... the fact that my english sucks maybe made my opinions or intentions looks all wrong... I don't care about SC or the money other people spend there, I want my hobby to become even better that is now.
Sorry if my post got the wrong idea. I blame my English teacher :p
 
It's not just that. Keeping an entire planet in memory and without limiting how far the sim can render terrain in all directions is not a simple task. Flight Sims can earn a lot from this tech... yeah, we're still far away from Bladerunner's Cities, but massive forest with photorrealistic trees and real terrain with procedural textures all the way to small pebbles in the riverbank without terabytes of photorrealistic Scenery seems like a good deal to me.

Kerbal Space Program does it, No Man's Sky does it, Outerra does it, heck, even Minecraft does it...there is absolutely nothing new or amazing about procedurally rendered planets. Even that one freeware Elite II clone can do it!

We call them "Whales", however I think a lot of people spent a lot more in airplanes and scenery on their favorite flightsim and nobody give a f*** about that...
People buying ships ahead of the game are FUNDING the developing of their dream game, not playing it in advance.

Flightsim add-ons are mostly available for purchase after they're finished.



Ok, I get it, you guys want your old FSX and never progress... ok, I respect that.

If I had to choose between Star Citizen and no progress at all, I'd pick the latter without a moment's hesitation.
 
Kerbal Space Program does it, No Man's Sky does it, Outerra does it, heck, even Minecraft does it...there is absolutely nothing new or amazing about procedurally rendered planets. Even that one freeware Elite II clone can do it!

None of those examples (Ok, maybe Outerra, I don't follow their development) get closer to the quality and fidelity Star Citizen it;s aiming for. I'm not saying the technology is new... but the way all different techs are coming together to simulate an entire world seems very promising to the FlightSim comunity.
 
it's just these guys don't like Star Citizen Gerly,
That is entirely beside the point. However
Join or cult, you MUST become one of us
one of us
one of us
one of us
one of us
this kind of sentiment might be typical of the Star Citizen community. Unreasoned fanaticism is generally inconsistent with flight simulation, imo. So there's that.
 
That is entirely beside the point. However
this kind of sentiment might be typical of the Star Citizen community. Unreasoned fanaticism is generally inconsistent with flight simulation, imo. So there's that.

Ok, my English is not the best but I think it was clear that THAT was a joke.... right? Maybe EvE Online has his Own Space Pope but that is entirely beside the point.
 
Your English is fine. I'm not sure why those that have no interest in the game feel the need to talk down those that do.

And before I get called a part of the "typical" Star Citizen community, I have just about no knowledge about this game and have not been following it.
 
Status
Not open for further replies.
Back
Top